Itinerant:
A Pilgrim Quest
You grew up among the Lief people, in the house of Reda, son of Rada, from the line of Reik, who was a companion to Otha, who was the first king of the Liefs. Of the world, you know as follows: that beyond the tall fence that guards your home, there are the fields of the clan, tended to by the sons and daughters of Reda, and through the fields leads a narrow path. That if you walk the narrow path, you will reach the edge of the woods before you can recite the name of the saint thousand times. That the path continues into the woods, and if you walk it from the hour of daybreak, then before noon, you will find the fields of Bran, who is beholden to Reda, and that beyond the fields of Bran, there are the fields of Arny, who is beholden to Reda, and farther still, there are the fields of Maro, who was free, but three winters ago was struck with misfortune and offered himself to Reda, so that he would not perish, and now is beholden to him, and that beyond his fields, there is only forest. You also know that the narrow path branches near the fields of Arny, and if you walk it until the hour of sunset, you will reach the crossroads, and enter the paved road. The paved road will take you all the way to the mighty city Grace, where the bishop resides, but that is four days of marching from the house of Reda, and it is dangerous to go there, because the paved road leads through woods full of brigands and wild beasts, and that along it, there lives Rivo, from the line of Avro, and he is an enemy to the people from the house of Reda.
And you know that beyond the city of Grace, where the bishop resides, there is a wider world still, and that somewhere within it, somewhere far away, in a realm where grass is as sharp as knives and honey as bitter as wormwood, there is the city of Step. And you know – you have heard about it plenty – that it is in the city of Step that the First Among Saints beheld the name of the God. And that there is no place as sacred among all the lands of man, and that in the sanctuary of the First Saint, all miracles come to pass, and that when the time is ripe, it is there that the Name of the God will be inscribed on a slate of sapphire and placed high, so that all may learn it and all may become saints.
You know all of this, but you have yourself never ventured farther than the fields of Maro. All the more surprising was your decision, when one winter day, you took in your hand a stout oaken staff, the mark of a pilgrim, and declared before many witnesses that you would walk all the way to the city of Step to seek blessing where the First Among Saints had lived.
You have always listened close to the stories brought by Reda, from the king's wars he fought. He embarked on them each spring and returned each summer, with booty of silver, gold, furs and weapons and captives, and then, over the long evenings of autumn and winter, he spoke of what he had seen and what he had heard. And so, you know how dangerous is the world; how the realms beyond the city of Grace are under threat from the Seafarers and from the People From Beyond The Mountains, and how kings and dukes all war with each another, and how piety and goodness of spirit seems lost from the world of man. But that does not discourage you. Your decision, your quest, is not born out of folly. There is a reason for it, a reason that justifies marching all the way to the city of Step, even if you do not know the way.
After all, you are…
[ ]
A kin-slayer in search of absolution. The blood of Reda is on your hands, your father's blood. You might have been justified in what you did, but it is not in the capacity of man to forgive a father-slayer. No
wergeld can ever pay for what you did to your family. Only in the waters of the Sanctuary can this sin be absolved, and you can return to your clan.
[ ]
A concubine in search of honour. It was against all the customs of Lief people for you to swear that you will make a pilgrimage to the Sanctuary, when on his deathbed, Reda gave you your freedom back. An oath is a matter of honour; a trait of free men, not for concubines, not for women. But you will prove them wrong, and will not be forsworn.
[ ]
A desperate in search of a miracle. Your brothers are dead or captured. Your father is crippled. Soon, your house will fall, and with it the line of Reik. But you, the youngest of Reda's daughters, will not allow that to happen. In the Sanctuary, miracles are given to all. So you will go there, and bring back one that will save your clan.
[ ]
A bastard in search of power. Your are Reda's firstborn, even if from a concubine's womb. Your brothers may not respect you, and may want to rob you of the inheritance that should be yours, but if you return to home of Reda with the bless of the First Saint, none of them will dare to question that you are indeed his heir to be.
***
So!
This Quest is set in a setting that is heavily based on early middle ages post-Roman Europe – that is late seventh to early eighth century. Players take control of a man or woman who decided to leave the world she knows for the sake of an ultimate journey: a pilgrimage to the Sanctuary of the First Saint in the distant city of Step.
The narrative in the quest will be taking place strictly from the point of view of the player character, which means that player knowledge of the world is limited to what the character knows, and learning about the world beyond over the course of the pilgrimage will be done as organically as possible.
The focus on the quest is on journey and exploration of the world that may or may not be a fantasy one; although from the perspective of the main character who believes the miracles of saints and curses of malefactors to be real, the difference may not exist.
I will be striving for historical accuracy of the realities encountered by the character, within bounds of reason. However, the setting is
not late Merovingian France, as much as it may appear to be at times, and therefore I will be taking some liberties here and there. If anyone is interested, I can present the list of sources I use for reference. I will also gladly answer questions regarding origin of specific setting elements.
For the time being, this will be handled narratively, without dice rolls.
So! Hope this works out.